Satyr | CR 2 (without pipes) or 4 (with pipes) |
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Usually CN Medium Fey Init +1; Senses low-light vision; Listen +15, Spot +15 Languages Sylvan |
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AC 15, touch 11, flat-footed 14; Dodge, Mobility hp 22 (5 HD); DR 5/cold iron Fort +2, Ref +5, Will +5 |
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Speed 40 ft., Melee Head butt +2 (1d6) and dagger −3 (1d4/19-20) Ranged Shortbow +3 (1d6/x3) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +2 Special Actions pipes |
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Abilities Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Feats Dodge, Mobility, Alertness Skills Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 above ground) Advancement 6-10 HD (Medium) Level adjustment +2 |
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Pipes (Su) Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by Charm person , sleep , or fear (caster level 10th; the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks. |